Search Patents
  • Publication number: 20100105478
    Abstract: A mind-control toy is provided, comprising one or more biosensors configured to detect brainwave activity and generate signals based on the detected brainwave activity. A controller may be responsive to the signals to direct a member to effect movement of one or more objects. In some embodiments, the member includes a device for suspending the object in midair above the device, and the controller is responsive to the first signal to vary output of the device to control a suspended height of the object. In some such embodiments, the mind-control toy includes an obstacle course defining an aerial path. In other such embodiments, the mind-control toy includes a track along which players can compete or cooperate. In other embodiments, the mind-control toy includes a maze, a portion of which may be rotated using mind control to maneuver the object from a start zone to an end zone.
    Type: Application
    Filed: October 19, 2009
    Publication date: April 29, 2010
    Inventors: Stephen C. Hallaian, Stephen P.K. Lau, Kam Young-eun Kim Redlawsk, Joseph W. Franke
  • Publication number: 20100240458
    Abstract: A player's mental attributes may be determined and used in interacting with video games or training programs through a video game system. The video game system may include a biometric controller such as an EEG device or configured to detect a level of attention and a level of relaxation of the player through electrical impulses exhibited by a player's brain and/or pulse oximetry monitoring device. These determined levels of attention and relaxation may be interpreted by the video game system into one or more actions in or changes to a video game environment. Additionally or alternatively, video games may be used to train a player to lower stress and improve concentration or focus. The games may be entertainment based or non-entertainment related (e.g., instructional/exercise focused). Further, combinations of controllers may be used to control various aspects of a video game or training program to exercise both body and mind.
    Type: Application
    Filed: March 22, 2010
    Publication date: September 23, 2010
    Applicant: PUB COMPANY S.R.L.
    Inventors: Andrea Gaiba, Davide Squarise, Lorenzo Godina
  • Publication number: 20100317439
    Abstract: To provide a game device capable of allowing a user to feel a difference in state of mind between a player of a winning team and a player of a losing team when defending. A selection unit (56) selects one or more player characters from among the player characters belonging to a team not in possession of a moving object. In a case where control by a first player character control unit (58) is applied, a determination unit (62) determines whether or not a reference period has elapsed after a given reference time. In a case where elapse of the predetermined period after the reference time is determined, a switching unit (66) switches the state in which control by the first player character control unit (58) is applied to a state in which control by a second player character control unit (60) is applied. A reference period data control unit (64) changes the length of the reference period, based on game state information.
    Type: Application
    Filed: December 24, 2008
    Publication date: December 16, 2010
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventor: Tadakatsu Izumi
  • Patent number: 8333663
    Abstract: To provide a game device capable of allowing a user to feel a difference in state of mind between a player of a winning team and a player of a losing team when defending. A selection unit (56) selects one or more player characters from among the player characters belonging to a team not in possession of a moving object. In a case where control by a first player character control unit (58) is applied, a determination unit (62) determines whether or not a reference period has elapsed after a given reference time. In a case where elapse of the predetermined period after the reference time is determined, a switching unit (66) switches the state in which control by the first player character control unit (58) is applied to a state in which control by a second player character control unit (60) is applied. A reference period data control unit (64) changes the length of the reference period, based on game state information.
    Type: Grant
    Filed: December 24, 2008
    Date of Patent: December 18, 2012
    Assignee: Konami Digital Entertainment Co., Ltd.
    Inventor: Tadakatsu Izumi